Click Here!
         
  Magic Online Trading League Bulletin Board
  Articles
  The New Blue/White (and sometimes /Black)

Post New Topic  Post A Reply
profile | register | preferences | faq | rules | memberlist | search

UBBFriend: Email This Page to Someone!   next newest topic | next oldest topic
Author Topic:   The New Blue/White (and sometimes /Black)
*Tedman*
Member
posted January 15, 2002 03:08 PM   Click Here to See the Profile for *Tedman* Click Here to Email *Tedman* Send a private message to *Tedman* Click to send *Tedman* an Instant Message Edit/Delete Message Reply With Quote 
Control in its purest form has always appealed to Magic players. From Brian Weissman's "The Deck" of 1996 to the ever familiar Gomar of today, control decks have flourished in every environment. These decks focus on countering the opponent's threats with countermagic, refill their hand with card drawing and use one large fattie to seal the win. Of course, not all control decks fall into place that easily, but the basic blueprint is the same.

With Apocalypse's addition of ultra-powerful (yet enemy-colored) cards, counter-based control decks have had a hard time keeping to the once-norm of Mono Blue, or even two colors. The end result is a slew of diverse, yet all similar control decks. Today I'm focusing on Blue/White/Black, and its most common form - Gomar.

Gomar

4 Counterspell
4 Dromar's Charm
2 Absorb

4 Wrath of God
4 Vindicate
4 Gerrard's Verdict
4 Fact or Fiction

4 Shadowmage Infiltrator
4 Spectral Lynx
2 Desolation Angel

2 Dromar's Cavern
3 Skycloud Expanse
3 Caves of Koilos
4 Salt Marsh
4 Coastal Tower
4 Underground River
4 Adarkar Wastes

Here it is, folks, the generic Gomar.

The first thing that might jump out at you is the fact that it only plays ten counters. Who needs that many counters when you're Wrathing/Vindicating what slips through anyway? Mass removal like Wrath of God is sometimes better than counters against aggressive decks that rely on lots of creatures to win. If you can eliminate multiple threats with one card, you've achieved card advantage, which wins games. Excessive amounts of counters just aren't needed. Also, Dromar's Charm is much better in this deck than Absorb (or the non-present Undermine). The fact that it can double as removal is essential in dealing with Meddling Mages and the like. The life gaining aspect, mostly useless, can serve as a last resort against aggressive decks.

Gerrard's Verdict is a card you may or may not see much of in these decks. I personally find that they are a great threat in the control-on-control mirror, and can simply be sideboarded out against aggro. In desperate circumstances you can always Verdict yourself for some life. Again, they are an instance of card advantage, the key to winning against control.

Wrath of God and Vindicate are pretty much given, as are four Fact or Fictions. Not much of a surprise when you see four Shadowmages and Lynxes, eh? Finkels are the most expensive card in Type 2 for a reason.

Finally, we have Desolation Angel, the finisher of choice (over Dromar, the Banisher). The reason I chose Desolation Angel over the Dragon we all know and love is because it simply seals the win by itself when cast, whereas Dromar allows the opponent time to find an answer. Just be careful when playing with the Angel for Terminates and Repulses.

The mana base for the deck is not much different than that played by Jon Finkel at the Invitational. At the cost of 1 Caves of Koilos and a Darkwater Catacombs, I added two Dromar's Caverns for painless, multicolored mana.

Sideboard options include Hibernation, Gainsay, Duress, Disenchant, and maybe even Dodecapod (against the odd Red/Black deck that might pop up out of nowhere).


The next deck I'll look at is a build of my own, based on the Upheaval/Zombie Infestation combo. The deck functions very much like Extended Trix decks, playing the control game until they can go off and win the game.

Count Chocula (I know it's lame as hell, just trying to stick with the cereal name rule for combo decks)

4 Upheaval
4 Zombie Infestation

4 Counterspell
4 Dromar's Charm
4 Undermine

4 Vindicate
4 Fact or Fiction
4 Shadowmage Infiltrator
4 Duress

2 Swamp
3 Coastal Tower
4 Salt Marsh
4 Underground River
4 Adarkar Wastes
6 Island

This deck is mostly untested, but so far it has done fairly well. It has enough "must counter" spells to win against control (Duresses help too), and can stay alive long enough against aggro to pull off a game-winning Upheaval.

The reason I'm playing Undermine is because the deck can't support Absorb (it would increase the emphasis on White mana, which is the tertiary color) and Syncopate just isn't good enough when you need a hard counter. They also add up, and can back up Zombie and Finkel beats.

The deck has problems with aggro-control (like the Tempo decks in my last article). Since it has no mass removal, this deck has an especially tough time dealing with Mongooses (or Mongeese) of the Blurred and Nimble variety. Any real threats backed up by countermagic can spell trouble for Count Chocula, so be sure to prepare for any Tempo decks that may show up.


Let's take a step back and look at some control decks of the recent past. Blue/White control, before the release of Apocalypse, was a powerful and viable deck. However, it simply couldn't survive in plain two-color form any more.

4 Counterspell
4 Absorb
4 Power Sink
4 Accumulated Knowledge
4 Wrath of God
4 Fact or Fiction
4 Tsabo's Web
3 Dismantling Blow
3 Blinding Angel
2 Thwart

2 Dust Bowl
4 Coastal Tower
4 Adarkar Wastes
4 Plains
10 Island

Ah, good old Blue/White control. Of course, this is from the 2000 States time, before Masques rotated out.

This deck has the same basic elements as Gomar. Counter and Wrath as many threats as you can, and then lock up the game with Blinding Angel, all the while refilling your hand with answers with card drawing. I played a deck similar to this at Provincials (or "States" for you Americans) of 2000, and made Top 4.

Side note: I would've made Top 2 if I hadn't made a mistake. I was playing against mono-White Rebels, and he baited me with a Sergeant, which I stupidly countered. I was unable to counter the Armageddon that followed. Sigh. It's things like those that remind you that how much you suck.

This deck was fairly popular in the Type 2 season before Apocalypse. The addition of many powerful enemy gold cards basically said "play us or deal with us". Since neither were really possible, UW promptly died to the sea of Vindicates, Spiritmongers, Pernicious Deeds and Prophetic Bolts.


All in all, Blue/White/Black decks are and will be successful in the upcoming Type 2 season. it's the only true control color combination, and the control players will definitely be satisfied with Gomar variants.

That's all for today. Next time...the swarm that is Red/Green.

__________________
MOTL Moderator for:

Deck Help/Construction
Articles
Magic Discussion
General Discussion

 
Tad
Banned
posted January 15, 2002 06:21 PM   Click Here to See the Profile for Tad Send a private message to Tad Click to send Tad an Instant MessageVisit Tad's Homepage  Edit/Delete Message Reply With Quote 
Hey ted why is it that when ever i trade you all the gooodies from my good t2 decks you go and write an article about the deck...any way nice article and your going down at the ptq next week.

but i still need to borrow your rages :-P

-Tad

__________________
All you base, are belong to us!

 
*Tedman*
Member
posted January 15, 2002 06:32 PM   Click Here to See the Profile for *Tedman* Click Here to Email *Tedman* Send a private message to *Tedman* Click to send *Tedman* an Instant Message Edit/Delete Message Reply With Quote 
quote:
Originally posted by Tad:
Hey ted why is it that when ever i trade you all the gooodies from my good t2 decks you go and write an article about the deck...any way nice article and your going down at the ptq next week.

Silly Tad. It's not a PTQ. It's just a regular Type 2 tournament.

__________________
MOTL Moderator for:

Deck Help/Construction
Articles
Magic Discussion
General Discussion

 
Trelocke
Member
posted January 16, 2002 12:22 AM   Click Here to See the Profile for Trelocke Click Here to Email Trelocke Send a private message to Trelocke Click to send Trelocke an Instant Message Edit/Delete Message Reply With Quote 
(Refering to the first decklist you posted) I'm wondering why you (and you're not the only one by any means) elect for Absorb over Undermine. I have always felt taking away my opponent's life to be much more important then gaining more for myself.

As for the Charms, it's hard to argue with such a versital card, but in my (quite extensive) playtesting of this deck, I found myself using the Charm more often then not as a simple counterspell. For this reason I split the difference and ran 3 Undermine and 3 Charms.

I think the main decking of Verdict over Duress is interesting, even with its clear card advantage and almost guaruntee of some life gain. Duress is just a champ, especially in today's environment. I don't think I could run a control deck without this card topping the list.

WoG is indeed a powerful, card advatage card, but I prefered the access to Rout's instant ability. A split (2 WoG, 2 Rout) satisfied my desire.

The Lynx is just so good in the current environment, especially with all the CotH and Beast Attacks running around but I benched him for Plague Spitter, which puts your opponent on a clock and can double for a mini-WoG if the need be.

I like the choice of DesoAngel over Dromar, even with its extra mana cost to drop and Dromar's ability to control the ground. I'll have to try it out if I ever rebuilt my Gomar.

As for the second list (Count Chocula? hehe, I like 7-Up better), why add white at all? Recoil is a great permenant removal (subing for Vindicate) and in an environment with calls and other flash back spells, a couple of Sycs are almost must have's for this deck, as it saves you from using 2 counters on a single card.

Washout makes for suitable mass removal, although being a sorcery isn't a plus in this deck.

I am VERY disappointed to see the lack of Standstill in the list. Infestation/Standstill is SOOOOOO good. 4 Standstills need to find a way into the deck.

Btw, I think you may have forgotten the 1 Thieving Magpie in the deck, since the list you posted is 59 cards.

I enjoyed your article, as always.


__________________
I never said I don't
believe in God. I just
happen to believe he's
an a-hole.



[Edited 1 times, lastly by Trelocke on January 16, 2002]

 
Tad
Banned
posted January 16, 2002 06:10 AM   Click Here to See the Profile for Tad Send a private message to Tad Click to send Tad an Instant MessageVisit Tad's Homepage  Edit/Delete Message Reply With Quote 
Oop's did i say ptq?
my mistake, i just finished reading another post a rant rather then a post but any way, you'r right!!!!

__________________
All you base, are belong to us!

 
iakae
Banned
posted January 16, 2002 09:00 PM   Click Here to See the Profile for iakae Click Here to Email iakae Send a private message to iakae Click to send iakae an Instant MessageVisit iakae's Homepage  Edit/Delete Message Reply With Quote 
quote:
Originally posted by Trelocke:
(Refering to the first decklist you posted) I'm wondering why you (and you're not the only one by any means) elect for Absorb over Undermine. I have always felt taking away my opponent's life to be much more important then gaining more for myself.


When playing a control deck like the Gomar Ted posted, it's more important to keep your life total in check, especially in this day of Urza's Rage and such, than to worry about your opponent's. Your opponent's life total is actually almost unimportant, as you'll eventually get around to killing him/her after you've established control.

 
cheechnchong
Unregistered
posted January 19, 2002 05:31 PM   Click to send cheechnchong an Instant Message Edit/Delete Message Reply With Quote 
I think you need to wanr yourself for using the word "hell"
 
Tad
Banned
posted January 19, 2002 07:29 PM   Click Here to See the Profile for Tad Send a private message to Tad Click to send Tad an Instant MessageVisit Tad's Homepage  Edit/Delete Message Reply With Quote 
Ted why don't you let all the people know how you did at the tourny???

:P

__________________
All you base, are belong to us!

 
*Tedman*
Member
posted January 19, 2002 07:34 PM   Click Here to See the Profile for *Tedman* Click Here to Email *Tedman* Send a private message to *Tedman* Click to send *Tedman* an Instant Message Edit/Delete Message Reply With Quote 
I went 4-2. What's wrong with that?

__________________
MOTL Moderator for:

Deck Help/Construction
Articles
Magic Discussion
General Discussion

 
2pacalypse
Banned
posted January 20, 2002 02:27 PM   Click Here to See the Profile for 2pacalypse Click Here to Email 2pacalypse Send a private message to 2pacalypse Click to send 2pacalypse an Instant Message Edit/Delete Message Reply With Quote 
I love control decks especially with a lot of counterspells (say 12). However, I don't like your deck. No offence but why use Desolation Angel and aren't control decks supposed to have Millstone as their kill card? Don't take this litteraly but I'd like to make a decent control deck for next FNM but it seems a little too weak right now, don't you agree?
 
*Tedman*
Member
posted January 20, 2002 02:35 PM   Click Here to See the Profile for *Tedman* Click Here to Email *Tedman* Send a private message to *Tedman* Click to send *Tedman* an Instant Message Edit/Delete Message Reply With Quote 
quote:
Originally posted by 2pacalypse:
No offence but why use Desolation Angel and aren't control decks supposed to have Millstone as their kill card?

Millstone is an inferior kill card because it has absolutely no effect on the board position. If you drop a D-Angel with kicker, uncontested, the game is over in four turns. With Millstone, the game is over in twenty five turns, and it allows an opponent to find an answer for Millstone or kill you. Desolation Angel makes sure that nothing will happen in those four turns.

__________________
MOTL Moderator for:

Deck Help/Construction
Articles
Magic Discussion
General Discussion

 
phoenix
Member
posted January 21, 2002 10:23 AM   Click Here to See the Profile for phoenix Click Here to Email phoenix Send a private message to phoenix Click to send phoenix an Instant Message Edit/Delete Message Reply With Quote 
Hey Tedman why don't you show us your UWg control decklist. That's starting to gain popularity and I wouldn't mind seeing a build of it.
 
2pacalypse
Banned
posted January 21, 2002 01:38 PM   Click Here to See the Profile for 2pacalypse Click Here to Email 2pacalypse Send a private message to 2pacalypse Click to send 2pacalypse an Instant Message Edit/Delete Message Reply With Quote 
I see your point but with a high casting cost of 9 (with kicker) can hurt your deck considering it's supposed to be a control deck. Desolation Angel is under-rated in my book and I'd use Dromar before I use the Angel.
 
*Tedman*
Member
posted January 21, 2002 02:17 PM   Click Here to See the Profile for *Tedman* Click Here to Email *Tedman* Send a private message to *Tedman* Click to send *Tedman* an Instant Message Edit/Delete Message Reply With Quote 
2pacalypse: read the card. It's 3BB without kicker and 3BBWW with, so only 7 mana tops.

__________________
MOTL Moderator for:

Deck Help/Construction
Articles
Magic Discussion
General Discussion

 
Arch-Zealot
Banned
posted January 21, 2002 05:51 PM   Click Here to See the Profile for Arch-Zealot Click Here to Email Arch-Zealot Send a private message to Arch-Zealot Click to send Arch-Zealot an Instant Message Edit/Delete Message Reply With Quote 
Tedman seems to like to play control decks .

__________________
Looking for Xbox Games
Tell me if you have any!

Looking for Gushes
How Many I Have: 4

 
2pacalypse
Banned
posted January 21, 2002 08:23 PM   Click Here to See the Profile for 2pacalypse Click Here to Email 2pacalypse Send a private message to 2pacalypse Click to send 2pacalypse an Instant Message Edit/Delete Message Reply With Quote 
It actually costs up to 9 or even 10 if you think about it. I'm not trying to give you a hard time so don't get offended over this. But what if you're opponent taps 2 land for mana and casts that terminate. That would suck, so that's why you need a counter to back it up. Therefore, the angel costs more than just 7. That's my opinion, I don't know if you see it the way I do.
 
Raven Fire
Member
posted January 27, 2002 07:57 PM   Click Here to See the Profile for Raven Fire Click Here to Email Raven Fire Send a private message to Raven Fire Click to send Raven Fire an Instant Message Edit/Delete Message Reply With Quote 
I certainly agree with using Absorb over Undermine (control decks need to survive long enough to establish control), but I disagree with using D. Angel over Dromar. The problem is that the Desolation Angel actually destroys your ability to control the board. Once it resolves, you've lost your ability to counter your opponent's spells (which admittedly are limited, but lots of elves, birds, and werebears can solve that, or the use of cheap spells like terminate or innocent blood). The other problem is that the D. Angel is too often a dead card (it'll spell your own death if your opponent has a cheaper fattie like Dromar, Monger, Shivan Wurm, or Moti on the board). Dromar's cheaper casting cost and higher power/toughness seem to make it a better choice. Its excellent ability (and its lack of any drawback) is key to returning those creatures that couldn't be countered the first time around (and it's just great to watch all those elephant and beast tokens you've been trying to hold off with your Lynxes go bye bye). I play tested with one of each for awhile and I ended up taking out the Angel (I also find that just 1 Dromar is enough).
Thanks for reading!
 
Raven Fire
Member
posted January 29, 2002 12:46 PM   Click Here to See the Profile for Raven Fire Click Here to Email Raven Fire Send a private message to Raven Fire Click to send Raven Fire an Instant Message Edit/Delete Message Reply With Quote 
Does anyone have foresight as to how the generic Gomar deck will be altered by the inclusion of Torment in T2?
 

All times are PDT (US)

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic | Make Feature Article
Post New Topic  Post A Reply
Hop to:

Contact Us | MOTL Home Page | Privacy Statement & TOS

© 1996-2012 Magic Online Trading League

Powered by Infopop © 2000
Ultimate Bulletin Board 5.47e